Only WAAGGHH! (Inactive)

Game Master Bilbo Bang-Bang

A Deathwatch game set in the Canis Salient region of the Jericho Reach.


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Dark Archive

GM, I'd like some time to do some research before our team deploys so I can maximize the benefit of the augury results.


WS 48, BS 43, S 63, T 43, Ag 50, Int 49, Per 55, WP 52, Fel 46 Wounds 22/22, Fate 3/3, Movement 5/10/15/30

The planet is heavily forested so I'd go for gear relevant to forest exploration I suppose.


Ammo Sniper= 3full+4, Bolter= 3Full+28+ 25 Hellfire, Stalker pistol=2Full +13, 2Full Stalker, 1Full +10 Metal Storm. Space Wolf Wolf Scout 1, Wounds=15/20, Fate=2/3

Just rejigging ammo to get some Kraken rounds (battlesuits). That will leave me with 3 spare req. Anyone need them or have a couple spare for a cluster mine or any ideas of what to spend them on?


Male

What you need, brother Ulf?


WS 48, BS 43, S 63, T 43, Ag 50, Int 49, Per 55, WP 52, Fel 46 Wounds 22/22, Fate 3/3, Movement 5/10/15/30

hello. am headed into a meeting with union leaders (m representing management).

ulf is already equipped with a bolter with fire selector and a force sword, i'd be happy with some ammo (hellfire and kraken), repair cement, astartes harness (saw this while flipping through the book), an astartes knife and magnetic attachments for the bolter, sword, and knife. i dont think they'd hand a psychic hood without compliance with the necessary renown level.

PS. I think a flask or two of mjod is what I need most ;-)
PPS. Frag and Krak grenades to the hilt pls LOL


Ulf Second Sight wrote:

hello. am headed into a meeting with union leaders (m representing management).

ulf is already equipped with a bolter with fire selector and a force sword, i'd be happy with some ammo (hellfire and kraken), repair cement, astartes harness (saw this while flipping through the book), an astartes knife and magnetic attachments for the bolter, sword, and knife. i dont think they'd hand a psychic hood without compliance with the necessary renown level.

PS. I think a flask or two of mjod is what I need most ;-)
PPS. Frag and Krak grenades to the hilt pls LOL

You begin the game with many of the items listed above, pg 26 core

I'd suggest psy ammo too. Cheaper and more powerful


Ammo Sniper= 3full+4, Bolter= 3Full+28+ 25 Hellfire, Stalker pistol=2Full +13, 2Full Stalker, 1Full +10 Metal Storm. Space Wolf Wolf Scout 1, Wounds=15/20, Fate=2/3

Also as discussed above, the maglock attachment e is only really effective om melee weapons for the instant parry and even then only 1 (force sword probably)
Other considerations could possibly be stalker pistol (cost 10, -30 to awareness to hear it, accurate) or some other pistol (flame, plasma). Also there are some sort of runes and/or a psyber familiar in rites of battle, i can't remember reknown requirement though, but i can check.

Edit:- Sorry the runes are distinguished (actually first founding) and familiars are an elite advance and expensive, although a psyber raven may be different (they are in RoB and i don't have access right now). When we reach respected a rune staff also looks quite good.


WS: 42 BS: 57 S: 50 T: 42 Agi: 42 Int: 42 Per: 48 WP: 41 Fel: 46

At the moment cant do much about my situation

30 Req for 1 clip Hellfire rounds
20 Req for 2 clip Kraken rounds

and those are with +5 Req since it is that expensive for heavy bolter.
I do consider if people have leftover requisite to get still 1 clip of [x] just need to think what we could need there

Or we should get more grenades


Usually extra grenades free, a reasonable amount, and other forces supporting us should have more available. Ultimately at Gms discretion.

We need to decide on leader and oath before we can deploy. Few posts seem to favor oath of glory. I'm up to lead. So what do you all think? Black shield squad leader? Don't see anyone else wanting to. So sound off if you're ready for glory and renown with me.


Ammo Sniper= 3full+4, Bolter= 3Full+28+ 25 Hellfire, Stalker pistol=2Full +13, 2Full Stalker, 1Full +10 Metal Storm. Space Wolf Wolf Scout 1, Wounds=15/20, Fate=2/3

Sounds good to me, and Oath of Glory is probably the best for a bunch of Space Wolves. I just need a roleplay lead to go off,cos as a taciturn, quiet scout i'm not likely to be the one making the suggestion.

As for the 3 spare requisition, if anybody can use it do, ammo, mines whatever. Otherwise i will assume it gives me a fire selector on my pistol so i can eke out my stalker rounds.


WS: 42 BS: 57 S: 50 T: 42 Agi: 42 Int: 42 Per: 48 WP: 41 Fel: 46

Well, we can give Black Shield the honor of leading us to the jungle. Just bring it up


I would suggest at least two of you carrying more ammo for your Devastators also. I would not rely on the Guard to have anything you might need.


Ammo Sniper= 3full+4, Bolter= 3Full+28+ 25 Hellfire, Stalker pistol=2Full +13, 2Full Stalker, 1Full +10 Metal Storm. Space Wolf Wolf Scout 1, Wounds=15/20, Fate=2/3

I'm pretty sure standard army practice is that everyone carries their own ammo and some for the squad hvy wpns. If we each take an extra clip, that should be quite a lot and for standard bolt rounds is free right? Also i may spend my last req point on excessive frag grenades, wish i could afford the xp for demolitions!
Finally wasn't there talk of a landspeeder storm :) crates of ammo i feel!

Also random question for the future. How do you work out costs for better quality stuff if the kit has a cost of n/a? For example scout armour is n/a and exceptional is 2x cost or something?


Male Space Wolf Devastator

Hey guys, my laptop is bust at the moment so I have no way of looking at any source material, could somebody list the ammo types and REQ costs here so I could arm up? Cheers.


WS 48, BS 43, S 63, T 43, Ag 50, Int 49, Per 55, WP 52, Fel 46 Wounds 22/22, Fate 3/3, Movement 5/10/15/30

Brother Stone, I would know more of you. Why do you wear the colors of the Black Shield? What reason would drive you to leave your birth chapter?

Oh and what's the capacity of the land speeder?


Male

There are six in our group, right? It seemed like more at one point.... In any case 4 is the seating a Storm provides. There will be two available for your use without the use of requisition points.

There is a limit on what the armoury is willing to supply. Given you are not the only team on Erioch and the nature of your mission,standard load out plus a grenade or two is all you will get without points being spent.

I will need to look into that cost question for you, Stormson.

I would suggest you glance back over your mission brief and consolidate your objectives. I will then post them in the campaign thread for ease access.

Viluf, I will get those tomorrow. Don't have access to my books right now.

All that's left is to get going.


Techmarine

I can only think of really needing my standard equpment for this mission, does anyone have any suggestions for things I should look at collecting?


WS 48, BS 43, S 63, T 43, Ag 50, Int 49, Per 55, WP 52, Fel 46 Wounds 22/22, Fate 3/3, Movement 5/10/15/30

a techmarine should handle the auspex.

oh do you have demolition skill?


Techmarine

No, I don't. And I have a Common Auspex Array so that I can always have an Auger with me

Dark Archive

How about Security?


The Thousand Sons really got reamed.

Dark Archive

Hehehe and they loved it hehehehe


Damned Space Wolves. :p


WS: 42 BS: 57 S: 50 T: 42 Agi: 42 Int: 42 Per: 48 WP: 41 Fel: 46

You know Viluf that it is common between Space Wolves to smack and fight for leadership :P The stronger rules and decides so to say hehe

Also, later (Insanity-)Wolf Priest will be getting your head for disobedience


Techmarine

Yeas, I took security.


Male Space Wolf Devastator

I know that but right now we are not acting as Space Wolves but as Deathwatch, so I was having Viluf take a more civilised approach.


WS: 42 BS: 57 S: 50 T: 42 Agi: 42 Int: 42 Per: 48 WP: 41 Fel: 46

true. I agree and its nice. Also that answer did offer a good way for Black Stone to get on the leadership. I did doubt how we will get it on as Space Wolves are quite bunch of anti-authority people and more so against others NON-Space Wolves.


Sorry for delay fellas, busy weekend (I'm off every Mon/Tues) so sometimes I can't post as easily then. Anyways, posting now and I'll try and address somone asking more about me above in the IC thread.

Yea, acting as DW makes sense, I thought about challenging someone for the right to leadership, but guess that won't be an issue...just dice could leave us rolling and fighting and then what? Someone else does it again? Easier not to go down that path, but maybe in future if their disagreement over strategy/oath pre mission..could be cool to roleplay.

Anyways, over to IC thread to update Stone. I like the nickname I've gotten here, "Black Stone" nice idea, I'll run with that.

Dark Archive

Oh m thinking of the formation that we should adopt if we say proceed to scout an area. Example, our devastators are suggested to take vantage points that allow them a wide view of the target area and they should not be together in one spot.


@Viluf. Do you still need ammo details?
@Brand. With security, maybe a multikey or Combi tool or Sacred Ungents (unless you have technical knock) otherwise a sight of some sort, hand flamer or special ammo, last choice grenades.
Just a couple of questions i thought of:
1. How many grenades constitutes excessive, if I am paying for extra grenades.
2.Does a grenade with a tripwire require the demolitions skill (i am guessing yes, but seems pretty basic)


Male Space Wolf Devastator

Yeah my laptop is still out of commission, I'm hopefully getting it fixed today but not 100% if they can fix it yet.


Ulf, your question in game play, you mean set up some some formation and SOP for possible encounters and situations? Good idea to do some now rather than slowing down the game later on.

Scout out front in support range, or further should they choose, but limits their squad abilities. 2 of us have jump packs, myself and the assault marine Bloodfang, so we can move easily and far in a moments notice, meaning our positions aren't so important, can be more fluid. Bloodfang is more geared towards melee, where I'm balanced as a tactical Marine. (not just looking at stats, considering talents and skills) 2 devestator Marines got range and heavy weapons so we should protect them some and let them leapfrog as the suppress and cover our advances, with Ulf being balanced and able to float where needed. Medic should be kept safe, techmarine close by too.

See others are posting, was looking at everyone's profile to analyze but would take more time than I got, so this is what I've got so far


WS 48, BS 43, S 63, T 43, Ag 50, Int 49, Per 55, WP 52, Fel 46 Wounds 22/22, Fate 3/3, Movement 5/10/15/30

yeah, GM m gonna post my Forbidden (xenos) roll here to identify the race of xenos I saw in the augury.

Forbidden Lore (Xenos) 1d100 ⇒ 16 looks like 3 DoS; purely Tau or did I see some Kroot and Vespid?


Ammo Sniper= 3full+4, Bolter= 3Full+28+ 25 Hellfire, Stalker pistol=2Full +13, 2Full Stalker, 1Full +10 Metal Storm. Space Wolf Wolf Scout 1, Wounds=15/20, Fate=2/3

@Bayou. Sounds good although i'm your medic and your scout! But yes once combat is joined I can take a more support role, ready to help where needed.

Initially we will be in the 2 speeders I haven't checked who had the 2nd highest agility score, but i think mine is highest. I was thinking something along the lines of me, 1 devastator on HB and tech marine in the back (because of auspex) as a scouting/lead speeder and then maybe (as i figure you can't fit in a driver's seat wearing a jumppack) Ulf driving, other devastator on the HB and 2 jumppacks in the back for inserting as appropriate?

@Viluf
Not including ones with reknown we don't have.
All heavy wpns are at +5 for a clip, not sure for backpack full.
Hellfire 25 Ignores Natural Armour, inflicts Righteous Fury on 9 or 10, gains tearing, in HB changes rof to s/-/- and adds blast (3). Against hordes do 1 adiitional damage to horde's magnitude per hit.
Kraken 5 Penetration increases to 8 and +50% range.
Metal Storm 15 Damage and Penetration reduced by 2, but gains Blast (2).
Stalker 5 Damage reduced by 2. Awareness tests to hear shots at -30 and only at half distance. In Stalker wpn, no awareness test possible.


Male Space Wolf Devastator

Cheers man. I'll take a Kraken clip and a Metalstorm clip too. Should be 30req I think.


Ammo Sniper= 3full+4, Bolter= 3Full+28+ 25 Hellfire, Stalker pistol=2Full +13, 2Full Stalker, 1Full +10 Metal Storm. Space Wolf Wolf Scout 1, Wounds=15/20, Fate=2/3

Have you got a fire selector too? (2req) Otherwise reloading takes a while.


Male Space Wolf Devastator

I can change the maglock on the pistol dor a fire selector on the Bolter yeah.


Male

@Ulf It was difficult to say given the haziness of the image, but you are sure they did not have wings and were attacking in mob.


Male

@ Stormson Excessive is a matter of opinion, but if you are paying for your grenades then as many as you would like, but consider how you will carry them. A backpack of krag grenades will be difficult to access and a pulse round could reek a good deal of damage among you brothers should you take a really bad crit.

On the booby trap side of things Demo would be necessary if you do not want to take the 50% hit. Traps are a difficult thing to set properly. It may be easy put a wire on a pin, but those pins do not pull easily. Let alone placing it in a manner it will maximize damage while remaining hidden.


WS 48, BS 43, S 63, T 43, Ag 50, Int 49, Per 55, WP 52, Fel 46 Wounds 22/22, Fate 3/3, Movement 5/10/15/30

I suggest that we don't worry too much on the quantity of equip but rather having the right equip.

My vision suggests that we may be fighting Hordes so our choice of ammo seems to be on point. Other than that let's check out skills that our particular specialty has access to. Security for a Techmarine is desirable especially if we are going to be doing some disable trap encounters.

Psyniscience for a librarian will help find warp anomalies, etc.

Tactics is also good to have.


It is what we do, burst ammo or blast ammo is the best thought for me...apart from chainswords that don't need ammo.


WS 48, BS 43, S 63, T 43, Ag 50, Int 49, Per 55, WP 52, Fel 46 Wounds 22/22, Fate 3/3, Movement 5/10/15/30

I am reminded of the assault made by Bruce Willis, et. al. in that movie Tears of the Sun where one part of team charges while another part covers them. I hope we can do that in play.


Ammo Sniper= 3full+4, Bolter= 3Full+28+ 25 Hellfire, Stalker pistol=2Full +13, 2Full Stalker, 1Full +10 Metal Storm. Space Wolf Wolf Scout 1, Wounds=15/20, Fate=2/3

@Dm. Yeah that makes sense, I was just being a little cheeky. So it is 1 req per frag or krak grenade over the standard 3 right? I wasn't sure because of the way it talks about excessive and stuff, wondered if it meant you can have a couple of extra for free, but excessive is if you want for example 10. I only have 1 spare req so i'm not talking loads anyway, i was just thinking more of regular restocking, some in a backpack, restock after each firefight. I was just fiddling with my last few req really. Roll on demolition for our next mission.

@Viluf if you are swapping your maglock for a fire selector you should have 3 req left over,have you anything in mind (maybe grapnel for 3) for them or do you need a couple more to make it 5 or 6, at which point there are more options? Stummer, more special ammo, telescopic sight etc.

@Ulf. I like the image, just don't want to be like the last few scenes, where they are running out of ammo. But we are Wolves and hand to hand is our thing so bring it on.
As for tactics we are only missing air and orbital drop, so not bad. And with all the other bits, I think we are looking good.


WS: 42 BS: 57 S: 50 T: 42 Agi: 42 Int: 42 Per: 48 WP: 41 Fel: 46

Well, so far I am happy with Eriks selection although it is lacking a bit.

2 extra clips for normal bolter, 1 Hellfire and 2 Kraken should be ok. Not sure if those are just then 60 ammo clips or modified for supplybackpack -> 250 ammo clip


WS 48, BS 43, S 63, T 43, Ag 50, Int 49, Per 55, WP 52, Fel 46 Wounds 22/22, Fate 3/3, Movement 5/10/15/30

Hey I have to say I like the idea of me driving one of the speeders.

Now, where's my license???

Tactics Suggestion: those with high BS take shots while those with low BS maintain suppressing fire.


Leap frog tactics often, with Devest. laying down fire and rest moving up, their weapons have range and full auto. Also depends on horde or single enemies and what kind they are.

What do our vehicles have in the gunz department?

Since no one has training in the vehicles I think GM will let us slide. No test are necessary unless we start getting difficult into difficult maneuvers...My previous Chapter (Storm Wardens) does provide some ability to dodge in a vehicle easier than others and make hits count towards forward armor, but not sure if I still get that, I'll double check. Otherwise, we need to see about the gunner positions and just how far we'll be taking them....If we plan to engage enemies on them or we'll just be exploring around on them...could be surprise, but we need to decide if we'll be getting out to engage or staying on them. guess we'll need some info on SPeed/AP/gunz, etc.

Anyone have vehicle stats, please post them or let me know where to look for them.


Ammo Sniper= 3full+4, Bolter= 3Full+28+ 25 Hellfire, Stalker pistol=2Full +13, 2Full Stalker, 1Full +10 Metal Storm. Space Wolf Wolf Scout 1, Wounds=15/20, Fate=2/3

Pretty sure vehicle stats are in RoB. As to guns it has a passenger operated pintle HB and some sort of short range launcher that is driver operated. Only downside with your ability is driving in a jumppack, it is up to the GM, but if you google images it doesn't look likely as it is primarily designed for scouts.

Leapfrog tactics might work better as fire teams, 1 devastator each, 1 priest each, 1 tactical marine each and the assault marine as a spare. Depends on the situation, so we are probably over thinking it.

Are we ready to move on yet? Itching to get going.


I'm ready, probably over thinking, but not much else to do at this moment. Anyone can drive, jump pack might get in the way, but could attach after we get out? Someone else could use, but they'd need pilot (personal) which is a space marine advance, level 1, 100xp added on errata on case anyone cares.


Techmarine

Alright I'll be taking

Combi-Tool [15 req]
Multi-Key [15 req]
Sacred Unguents [20 req]

Total: 50 Req


Brand Ironmane wrote:

Alright I'll be taking

Combi-Tool [15 req]
Multi-Key [15 req]
Sacred Unguents [20 req]

Total: 50 Req

You start play with a mechandrite that could be a utility one having a combi tool installed, other choices too, don't forget.

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